using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace first_project {
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics; //Gets the information from the graphics card
        SpriteBatch spriteBatch;        //Draws everything on the screen

        Texture2D playerImg;
        
        /// <summary>
        /// definindo a posicao do Player
        /// </summary>
        Vector2 position;

        float velocidadeX = 4;
       
        //Variavels do Player
        int vidas;
        float rotation = 0f;

        /// <summary>
        ///Sending the value if and only if the keyboard is pressed
        /// </summary>
        Vector2 getDirection()
        {
            Vector2 d = Vector2.Zero;

            if ((Keyboard.GetState().IsKeyDown(Keys.Up)) || (Keyboard.GetState().IsKeyDown(Keys.W)) )
            {
                d.Y = rotation;
                d.X = rotation;
            }
           /* else if ((Keyboard.GetState().IsKeyDown(Keys.Down)) || (Keyboard.GetState().IsKeyDown(Keys.S)) )
            {
                d.Y = 1;
            }
           */
            return d;
        }

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            Window.Title = "JOGO";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }
        
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            playerImg = Content.Load<Texture2D>("images\\Ship_P");
            position = new Vector2(50, 50);
            

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        



        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

                    

            position += velocidadeX*getDirection();

            if ((Keyboard.GetState().IsKeyDown(Keys.Right)) || (Keyboard.GetState().IsKeyDown(Keys.D)))
            {
                rotation += 0.1f;
            }
            else if ((Keyboard.GetState().IsKeyDown(Keys.Left)) || (Keyboard.GetState().IsKeyDown(Keys.A)))
            {
                rotation += -0.1f;
            }
            
   
            

           /*
            * if (position.X + playerImg.Width >= Window.ClientBounds.Width)
            {

                direction.X *= -1;

            }

            else if (position.X <= 0)
            {

                direction.X *= -1;

            }            
            * 
            */

            //Window.ClientBounds ->Retorna a largura e a altura da tela
            //Window.Title
            //graphics.PreferredBackBufferHeight
            //graphics.PreferredBackBufferWidth


            // TODO: Add your update logic here

            base.Update(gameTime);
        }
          
          

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            spriteBatch.Draw(playerImg,position, null , Color.White, rotation , new Vector2(playerImg.Width/2,playerImg.Height/2),1 , SpriteEffects.None , 0 );

            spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);

        }
    }
}

/******************* the graveyard ***************************/
/*
 *  
 *  
 *  
 *  
 * 
 */
